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Esquestria: The House of the Sun - A pony cultist experience

As for Steppes, I'm tempted to send a letter telling him to GTFO of Manhatten, because I feel like Velvet would rather clear her beloved uncle from the blast radius.
The problem would be doing it in a manner which wouldn't be suspicious, since as far as I understand Velvet doesn't have a way to contact him without the letter passing through the main house (though maybe I missed something). And if Steppes could be convinced to not ask too many questions or even inducted into Lores, dear father is not going to let the matter go.
 
The problem would be doing it in a manner which wouldn't be suspicious, since as far as I understand Velvet doesn't have a way to contact him without the letter passing through the main house (though maybe I missed something). And if Steppes could be convinced to not ask too many questions or even inducted into Lores, dear father is not going to let the matter go.

Sending letters to criminal family members warning of an upcoming "Federal" investigation and raid is exactly the kind of thing that creates successful corruption charges. If we go down at some point I'd like to at least go down to something a little bit more exotic than a RICO case.
 
As an alternative, could we possibly just invite Steppes over to Ponyville for the sake of keeping his grandnieces company and making them feel better in the wake of such a dire threat to their mother's life? It would give him a chance to be away from Manehattan when the Cult Assault goes down without being too suspicious.
 
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-I have updated your bit count on the voting post to point out that you have already promised funds for a scrying ritual (thank you for pointing that out).
-This is a reminder that you will certainly acquire three Wrong Keys this turn, so you can add them to your pool of artifacts you may take (but beware that, obviously, they may be lost, broken or used).
-Selene would very much like to participate in the assault on Copper, but not in an insistent or promise-bound way that she was to Guarding you this turn.


@OurLadyOfWires Sorry, one other question I edited in a little too late: Does Selene's Moth realization mean she can go on the attack expedition without showing off Luna to the world?
Yeah, I'll extend her Moth 3 realization to that. Her shapeshifting isn't just from filly to alicorn, she can illusion herself into a grown unicorn to justify using magic.

Moth IS her main Lore (it was the one you picked for her), and this IS the sole purpose of her Moth realization, and she IS best pony. So I'll allow her to do this.

Selene participating in an expedition will not reveal her to the world.

@OurLadyOfWires CAN we take actions outside of the house in Ponyville, having it assumed it's basically Velvet going out near the end of the Month once she feels better?
I'll bend over backwards to try and find a way for your actions to STILL take place inside your home, preferably with Velvet staying in her bed. So you can take any actions "In Ponyville" and expect it to only be inneficient or roll with a small malus.

But if you specifically write-in "Go to Canterlot in person, to do things" I will definitely make it a Very Bad Idea.

So "yes" to your answer, but only mechanically. I'll try to figure out a narrative way to make it fit your current state.

Because at the end of the month, you will MECHANICALLY have recovered health, but you can expect to be feeling under the weather all the way into the next turn narratively speaking.

Question, is there any rule stating that someone can only be sent on a single expedition? If not I'd advise sending Baldomare on both expeditions.
No. See this:
Say you have DoA, Comet, and Rarity. It is perfectly fine to do this:

Short expedition 1: DoA leads, Comet and Rarity follow for free.
Short expedition 2: Comet leads, DoA and Rarity follow for free.
Short expedition 3: Rarity leads, DoA and Comet follows for free.

And in all three expeditions, DoA would "take over" with her generalistic +50 bonus, because the best suited pony is the one trying the rolls. And everyone else chips in with their added Lores (unless something like combat or a very specific situation arises).

Granted, if you try to do FIVE short expeditions on the same turn I might start imposing restrictions. Because narrative is still a thing, and a month is still only a month.
But having a pony accompany a short expedition without spending their actions is intentional, so stuff like this can happen. That is why assaulting an opponent is a short expedition.

And of course, when I say "follow for free" I refer to action points. You still need the bits for this to happen.



Sending letters to criminal family members warning of an upcoming "Federal" investigation and raid is exactly the kind of thing that creates successful corruption charges. If we go down at some point I'd like to at least go down to something a little bit more exotic than a RICO case.
But what if you don't know they are criminals? :V




This seems to be all. Happy planning to all of us, and I wish us all a great week.

And ping me if you need anything.
 
If we do the hit while the LB are there, then they will most probably be heavily concerned (assuming they see the Names kick ass). This would, obviously, be bad, but I feel that if it happened we could use it as an excuse to introduce the Lores to them, in the sense of "Oh yeah those guys, they're dangerous, here's a neat thing I learned to deal with them." That is potentially one way it can go, but I must admit to not really liking how little control we would have over that. It could be seen as us knowing about or maybe even colluding with the enemy in the worst case scenario, so I think I'm against same time hits. Not to mention, if we attack after they could have the cult as their first exposure to the Lores, which could be bad.


If we go earlier, then the LB will also probably be concerned, but in the vein of "what happened here????", which is both good and bad for us. Good in that it means the LB have less evidence of the Lores not given by us, bad in that it could mean they could potentially link the attack to us. As Sveta said, this would most likely end with the Names being Public Enemy Number 2 (after changelings), which would hamper the less subtle one's from acting to their true potential. Despite that, I still think that Before would be better overall as it gives us more control over the LB, and if we ever get suspected of being P.E.#2 supporters we can always bring out the nuclear option of Luna.

All of which is to say, Before allows for more control over how LB gets introduced to the Lores, while After gives us the opportunity to introduce them earlier/easier. Of course, this is assuming worst case scenario for both, where the Names leave a big trail in Before and attack while the LB watch in After. Not to mention, this is just focusing on the Lores, there's bound to be other consequences for both options that haven't been mentioned.

There's also worlds where it seems like intense gang violence. Or Baldomare sneaks us in on a day there isn't a stakeout.

It leaves questions, it's not guaranteed the Names will be in their radar.
Pardon. It seems I explained what I see as happening poorly. I'll be brief.


Option 1: Assault Before Bureau
Result 1: Bureau sees the result of an attack. Can investigate attack, doesn't know source.

Option 2: Assault After Bureau
Result 2A: Bureau sees the attack. Dunno what they see, but Biedde might have a No Witness kinda policy, or maybe Mareinette is hungry. Either way, Uhoh
Result 2B: Bureau doesn't see the attack. Bureau does know that they are watching that group, and somehow, someone who is very powerful and dangerous got past their watch while they were watching, because most of the people there are dead/things are stolen. Uhoh


The way I see it, if we send the Assault after the Bureau gets there, it is just going to create more of a problem, and potentially have the Bureau find out about Names... in the least charitable way possible.
 
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-Selene would very much like to participate in the assault on Copper, but not in an insistent or promise-bound way that she was to Guarding you this turn.

Umm, @OurLadyOfWires Has Velvet given Selene summoning information for Ash-Ghouls?

You know for if Selene wants to summon some more support for the assault using a few cultists.
 
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Well, we could leave one healing die up to chance. After all, Lore Levels stack for Expeditions and Selene's slapping an extra 3 onto Moth, Winter, Knock, and Edge rolls, while also being a handy combatant if combat is needed.
Feels silly when we want to do the Forge ritual next turn, which risks (with low probability, admittedly) a wound.

If not I'd advise sending Baldomare on both expeditions.
Huh, interesting. First check feels like it's definitely SH. I was thinking maybe also a Knock/Forge for digging up the grave, maybe Heart for getting there or Winter (I dunno why, it's a grave?)

I sorta think DoA is better assuming there aren't two Baldomare-powered checks… +95 on that SH obstacle that much better than +65 (base + artefact) but it's an interesting thought.
Selene participating in an expedition will not reveal her to the world.
Oh HUH! Man her lores are nice for this sort of expedition. But also it would mean dropping… Baldomare, probably? Which is quite the price to pay.
 
So here's what I'm thinking, largely speculative, but I think it's plausible.

Back in the days of the old Cult none of our core group actually lived at the headquarters, we just worked there. Assuming that Copper has kept to what she's familiar with I might venture to guess that her current home is comparatively less secure than the cult's vaults and suchlike. Especially since she hasn't had (to our knowledge) the kind of object lessons that we just had. A Grail adept late of a Moth cult will assume security in obscurity and social ties methinks.

Anyway, I want to specify a distinction between Copper and her cult for the purposes of targeting. I want to hit her specifically similarly to how she targeted us specifically. The Names aquire Copper, they interrogate her for all the information they need to accomplish secondary objectives, and then they kill her in such a way that it looks like suicide or perhaps a substance overdose (Grail cult after all) with her newly-demonstrated medical expertise I'm certain Mareinette can make it look convincing.

After that the Names take care of the documents and the Winter Name using their various talents, looting as the opportunity arises but only if it doesn't put the expedition at risk. Stealth and obscurity is to be heavily emphasized when moving through Cult holdings, combat should be avoided when possible.

Ideally Copper's cult should find her dead without any indication of outside influence and become heavily disrupted, which will allow our Bureau to take advantage of the chaos without discovering a third party's influence.
 
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This is a small change in how books and artifacts are read or studied, which will take effect immediately.
So we no longer gain a bonus from the source level itself @OurLadyOfWires? I guess that makes artifacts more difficult to study in general, going forward.

There is no reason for them to take the SH3 and E3 Artifacts when Baldomare, Biedde, and Axe are present. Those Artifacts will do nothing for them because their Lore Scores are so much higher.
It'll still give a bonus. Lore levels stack on expeditions, so if we e.g. sent Baldomare, DoA, and the SH3 artifact the final roll for SH stuff would be X + 50 (Specialty) + 30 (Baldomare) + 15 (DoA w/ Artifact).
 
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So here's what I'm thinking, largely speculative, but I think it's plausible.

Back in the days of the old Cult none of our core group actually lived at the headquarters, we just worked there. Assuming that Copper has kept to what she's familiar with I might venture to guess that her current home is comparatively less secure than the cult's vaults and suchlike. Especially since she hasn't had (to our knowledge) the kind of object lessons that we just had. A Grail adept late of a Moth cult will assume security in obscurity and social ties methinks.

Anyway, I want to specify a distinction between Copper and her cult for the purposes of targeting. I want to hit her specifically similarly to how she targeted us specifically. The Names aquire Copper, they interrogate her for all the information they need to accomplish secondary objectives, and then they kill her in such a way that it looks like suicide or perhaps a substance overdose (Grail cult after all) with her newly-demonstrated medical expertise I'm certain Mareinette can make it look convincing.

After that the Names take care of the documents and the Winter Name using their various talents, looting as the opportunity arises but only if it doesn't put the expedition at risk. Stealth and obscurity is to be heavily emphasized when moving through Cult holdings, combat should be avoided when possible.

Ideally Copper's cult should find her dead without any indication of outside influence and become heavily disrupted, which will allow our Bureau to take advantage of the chaos without discovering a third party's influence.
While I hope for much the same, I wouldn't put stock in making it seem as by suicide or overdose. So, while the nicities of this I disagree on, I agree on the whole as an aim.

Have the attack before the Bureau gets there, focus primarily on taking down Copper... and if possible I'd say, taking what lore tools or library she herself has.
May as well profit from this too after all.
 
---[] Steal back (or destroy, if unable to steal) the manuscripts that have our name on them, plus any books that strike Baldomare's fancy.
---[] Find and destroy any other evidence that associates us with Copper, if any exists.
I think these two could be compiled into a single "Find and destroy and evidence that could implicate us as a former member of the cult".
 
I think the Graveyard should be doable with just Comet and Baldomare, Comet can handle fighting if it comes to it, Baldomare of course, needs no explanation. I'd honestly rather send Rarity with the Edge artifact, nearly as good an Edge score and just as much Grail, even a bit of Forge.

The Assault I think should be Biedde, Mareinette, Axe, Baldomare, and Luna, that should come in at an acceptable budget.
 
Regarding our manuscripts, do we know if they were all trapped in the Wildhoof Club collapse? Or do we need to prioritize finding them with Copper's cult during the Expedition?
 
I think the Graveyard should be doable with just Comet and Baldomare, Comet can handle fighting if it comes to it, Baldomare of course, needs no explanation. I'd honestly rather send Rarity with the Edge artifact, nearly as good an Edge score and just as much Grail, even a bit of Forge
Why Baldomare? DoA would give a higher base roll, and there's no guarantee all the rolls will use SH. DoA + SH3 artifact rolls +65 on SH checks and will be better at anything except Lantern and social checks.

I'm not certain anyone ever bothered to check.
We didn't. Which is why we'll have to tell them to go look while they're there instead of just knowing *grumble grumble*
 
Why Baldomare? DoA would give a higher base roll, and there's no guarantee all the rolls will use SH. DoA + SH3 artifact rolls +65 on SH checks and will be better at anything except Lantern and social checks.

Well the description of the expedition strongly implies that the Grave will be difficult to locate based on the information we have.

Location: There is a grave, somewhere on the northern plains of Equestria, where a particular item lies buried. The map you have shows you precisely where that grave is. The only problem is that the map is approximately seven hundred years out of date. You acquired this map in a dream, you see, and dreams do not follow the same rules of the Wake.

Baldomare specializes in finding things and deciphering puzzles, I'm placing Comet or Rarity on the expedition mainly to contribute the needed AP and provide assistance in the event of suspicious villagers or a random bear or who knows what else.
 
Here's an idea for a plan (I looked a bit at @spiderhellian's plan for some inspiration as well):

[] Plan Leave No Trace
-[] [BUREAU] You will assault Copper BEFORE the Bureau picks her trail.
-[] Assault an opponent (Copper Secateur)
--[] Who is going? (WRITE IN which followers will go)
---[] Baldomare
---[] Biedde (as planner)
---[] Daughter of Axes
---[] Mareinette
---[] Selene
--[] What are they taking? (WRITE IN what artifacts, if any, to take)
---[] One wrong key
--[] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[] Make Copper disappear. (For example, have Mareinette "clean up" Copper on her bed as she sleeps in the middle of the night.)
---[] Find and neutralize anything that would compromise us. (Steal or destroy evidence that implicates us as part of the Master's cult, or an associate of Copper's, or having knowledge of the lores before their official rediscovery.)
---[] Neutralize Neighnia somehow. (Get her bindings, desummon her, steal the painting she's in, or confirm that she gets desummoned when Copper dies.)
---[] Steal anything valuable and easy to steal. (As long as it doesn't jeopardize any other objectives! For example, books that strike Baldomare's fancy, artifacts, bits or things that can be sold for bits.)
--[] Anything else? (WRITE IN any other orders or specifications you have)
---[] Leave as little trace as possible. (Leave no evidence of the assault, for example, by employing stealth, eating the bodies, grailing witnesses actively or passively into believing they saw nothing notable, etc.)
---[] Good luck. Should the mission be a huge success, do let Velvet know if there are any particular rewards you seek.
-[] The Grave on the Hill
--[] Who is going? (WRITE IN which followers will go)
---[] Rarity (as planner)
---[] Daughter of Axes
--[] What are they taking? (WRITE IN what artifacts, if any, to take)
---[] Heart 3 artifact
---[] Edge 3 artifact
---[] SH 3 artifact
---[] One wrong key
-[] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[] There is no holy grail for healing magic, no miraculous wound-closing spell. But vigor-enhancing spells, and other small boosts, are a thing. The crystals where they are stored for sale are expensive, though… (Costs 60 bits. Two dice will auto-succeed)
-[] [STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[] How Silky has been shaken up by the attempt on your life, and how she might be comforted by her beloved uncle's presence. (Convince Steppes to stay out of Manehattan and out of the way of your assault and the Bureau for a month through a clever ruse.)
-[] [SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[] Applejack
-[] Talk to somepony? (WRITE IN who)
--[] Mayor Mare
--[] Go into town and try to meet somepony interesting; there are at least two more very interesting ones who exorcised a demigoddess.

Potential variants:
- Don't send Selene to the Copper assault. Our Lady of Wires hinted that she's very "enthusiastic" about this, and I would consider 5-25 bits could be worth spending for flavor text and a little bit of extra security/moth expertise, but maybe we should be more sparing. Biedde guards for free, and we aren't asking for one of his unique actions (edge lesson or edge influence), so there's no harm having him be the planner. (And narratively, I think we can trust him to be a levelheaded leader.)
- Do something besides social calls. The artifact and study rolls seem quite marginal, though I didn't actually calculate everything..
- Only spend 30 bits instead of 60 on medicine, so one of the dice is left to chance. We do need to allow ourselves to get lucky sometimes, but 2 health is really important to have. (I now do kind of wish there was some way to go up to four health at some point, which is just one more than we "should" have. We don't exceed the amount of health that Shining and Comet have (five), since they are actual truly tough ponies.)
- Social Cheerilee instead of getting a random contact. I think the random contact is more valuable than Cheerilee. I'm sorry Ms. Cheerilee. (Also still unhappy we didn't take the three random contacts reward at that one party we hosted.) We are aware that Pinkie Pie and Rainbow Dash are both still yet-to-be-encountered and in the contact pool. As Our Lady of Wires said, narratively, we probably will not actually go into town, but some reason will be contrived that they will come to meet us. We know we are definitely on Pinkie Pie's radar already as a repeat party hostess.

--[] What are they taking? (2 Wrong Keys)
Question: what do you think the wrong keys will be useful for, and why two?

EDIT: I didn't explicitly say whether to attempt to interrogate her, so I suppose the names could attempt it if they think it's the best plan, or if Baldomare Lantern and Marinette Grail can't get the info. But I still think it's risky/not clean.
 
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[] Plan Leave No Trace
-[] [BUREAU] You will assault Copper BEFORE the Bureau picks her trail.
-[] Assault an opponent (Copper Secateur)
--[] Who is going? (WRITE IN which followers will go)
---[] Baldomare
---[] Biedde (as planner)
---[] Daughter of Axes
---[] Mareinette
---[] Selene
--[] What are they taking? (WRITE IN what artifacts, if any, to take)
---[] One wrong key
--[] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[] Make Copper disappear. (If possible, have Mareinette "clean up" Copper on her bed as she sleeps in the middle of the night, or if not, just eat her and any other enemy casualties.)
---[] Find and neutralize anything that would compromise us. (Steal or destroy evidence that implicates us as part of the Master's cult, or an associate of Copper's, or having knowledge of the lores before their official rediscovery.)
---[] Leave as little trace as possible. (Leave no evidence of the assault, for example, by employing stealth, eating the bodies, grailing witnesses actively or passively into believing they saw nothing notable, etc.)
---[] Neutralize Neighnia somehow. (Get her bindings, desummon her, steal the painting she's in, or confirm that she gets desummoned when Copper dies.)
---[] Steal anything valuable and easy to steal. (As long as it doesn't jeopardize any other objectives! For example, books that strike Baldomare's fancy, artifacts, bits or things that can be sold for bits.)
--[] Anything else? (WRITE IN any other orders or specifications you have)
---[] Good luck. Should the mission be a huge success, do let Velvet know if there are any particular rewards you seek.
-[] The Grave on the Hill
--[] Who is going? (WRITE IN which followers will go)
---[] Rarity (as planner)
---[] Daughter of Axes
--[] What are they taking? (WRITE IN what artifacts, if any, to take)
-[] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[] There is no holy grail for healing magic, no miraculous wound-closing spell. But vigor-enhancing spells, and other small boosts, are a thing. The crystals where they are stored for sale are expensive, though… (Costs 60 bits. Two dice will auto-succeed)
-[] [STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[] How Silky has been shaken up by the attempt on your life, and how she might be comforted by her beloved uncle's presence. (Convince Steppes to stay out of Manehattan and out of the way of your assault and the Bureau for a month through a clever ruse.)
-[] [SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[] Applejack
-[] Talk to somepony? (WRITE IN who)
--[] Mayor Mare
--[] Go into town and try to meet somepony interesting; there are at least two more very interesting ones who exorcised a demigoddess.
I think I'm mostly okay with this. A couple comments though:

1) I think "leave as little trace as possible" should go under Anything Else, since it's not so much a goal to be accomplished as a thing to keep in mind throughout the entire expedition while completing our goals.

2) Rarity & DoA should take the SH3 artifact with them, for a final bonus of +65 to Secret Histories.

3) I would like to social Cherilee instead of finding a new contact

- Social Cheerilee instead of getting a random contact. I think the random contact is more valuable than Cheerilee. I'm sorry Ms. Cheerilee. (Also still unhappy we didn't take the three random contacts reward at that one party we hosted.) We are aware that Pinkie Pie and Rainbow Dash are both still yet-to-be-encountered and in the contact pool. As Our Lady of Wires said, narratively, we probably will not actually go into town, but some reason will be contrived that they will come to meet us. We know we are definitely on Pinkie Pie's radar already as a repeat party hostess.
The main reason I think I'd like to social Cherilee this turn is because I want to see if we get her to Confidant if she could help with leveling up our other followers, since she is a teacher after all. It probably wouldn't be directly, but even if she could do something to help level up our Secret Library faster that would be great, e.g. maybe Cherilee could take manuscript-writing actions which would normally be limited to Velvet in the same way that Jade can take research actions that normally only we would be able to do.
 
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On social endeavors do remember that with the Malus and lack of Lores we will roll with a -4 to intrigue and a -5 to diplomacy due to the -15 hitting our base statline.

Which is not to say it's impossible, but we really can't expect very good rolls and narratively it'd be a little unsettling, hospice visits usually are.

I'd say we could probably get away with talking to Mayor Mare, but anyone else I'd like to be firing on all cylinders to make the jump from friend to good friend. Some basic books wouldn't go amiss though, do some light reading and improve our Library.
 
The -15 is to our healing roll, not the actions itself? Unless there's another -15 malus that I missed.

I'm, not sure. I went back and re-read it and it only says there's a healing debuff, but Bird stated there would be a small malus even if we did manage to never leave the house. I definitely misremembered the specific -15 malus.

Either way we definitely don't have Lore bonuses pushing us over persuasion or insight breakpoints.
 
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[] Plan Ruthlessly Kicking Ass and Taking Names
-[] [BUREAU] You will assault Copper BEFORE the Bureau picks her trail.
-[] Assault an opponent (Copper Secateur)
--[] Who is going? (WRITE IN which followers will go)
---[] Biedde (as planner)
---[] Daughter of Axes
---[] Mareinette
---[] Baldomare
---[] Selene
--[] What are they taking? (WRITE IN what artifacts, if any, to take)
---[] One wrong key
---[] Edge 3 artifact (Selene)
--[] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[] Get Neighnia's binding above all, kidnap Copper and force her to hand over the bindings for the Name or at least any information she has on the Name. Have Mareinette drink her Grail lore from her before putting her in Steppes prison.
---[] Find and neutralize anything that would compromise us. (Steal or destroy evidence that implicates us as part of the Master's cult, or an associate of Copper's, or having knowledge of the lores before their official rediscovery.)
---[] Steal anything valuable and easy to steal. (As long as it doesn't jeopardize any other objectives! For example, books that strike Baldomare's fancy, artifacts, bits or things that can be sold for bits.)
--[] Anything else? (WRITE IN any other orders or specifications you have)
---[] Focus on your own safety (Selene is free to go all out "No holds barred" and also summon Ash-Ghouls if necessary)
---[] For loot focus on Artifacts level 3 or higher over bits
---[] Leave as little trace as possible or at least cover your tracks (Leave no evidence of the assault, for example, by employing stealth, eating the bodies, grailing witnesses actively or passively into believing they saw nothing notable, making them believe it was changelings or rival gangs, etc.)
---[] Good luck. Should the mission be a huge success, do let Velvet know if there are any particular rewards you seek. Velvet gives out headpats to everyone when they come back.
-[] The Grave on the Hill
--[] Who is going? (WRITE IN which followers will go)
---[] Comet (as planner)
---[] Baldomare
--[] What are they taking? (WRITE IN what artifacts, if any, to take)
---[] Heart 3 artifact
---[] One wrong key
-[] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[] There is no holy grail for healing magic, no miraculous wound-closing spell. But vigor-enhancing spells, and other small boosts, are a thing. The crystals where they are stored for sale are expensive, though… (Costs 60 bits. Two dice will auto-succeed)
-[] [STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[] You have a favour to ask him... in person
-[] [SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[] Steppes, with Selene reveal Luna to him and ask him for a prison for Copper. Your princess commands it.
-[] Something else?
--[] Visit your daughters grief session and morn Starry Dancer.
-[] Talk to somepony? (WRITE IN who)
--[] Talk to your sons

Basically Neighnia is the most important prize and danger. An unbound Name is too much of a risk. A risk enough to ask Steppes for this favour and with Luna to showcase it's importance.

If anyone has a better idea for personal actions let me know. I just picked what I think would be narratively interesting.
 
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Either way we definitely don't have Lore bonuses pushing us over persuasion or insight breakpoints.
Yeah but like. Pretty much everything that we can do this turn isn't going to be very useful anyway. At worst, Velvet has a nice chat to reintroduce our contacts to the narrative for future social-ing. At best, we get five contact updates between us and Mareinette if ours are successful.
 
W
[] Neutralize Neighnia somehow. (Get her bindings, desummon her, steal the painting she's in, or confirm that she gets desummoned when Copper dies.)
I dislike a bit Neighnia solution is violence here.
Sure, if it comes to blows, they shouldn't hesitate, and she is dangerous... But most likely without a binding she is a threat in a same way non-Dawnbreaker Celestial is a threat: a very powerful entity, who may or may not view Velvet with hostility.

She should not be allowed to actually visit Velvet in her current state, as it IMO goes against everything Winter stands for. But unless she actually intends to join Windy(which is likely, unless if he is now Wolf-aligned) or revenge Copper (I don't think she would? From what I know about her CS counterpart she shouldn't really mind her, but that's it) she likely can be left alone or even be an ally if unbound.

I think Mareinette's Grail should be enough to assess her intentions and make a decision if it is necessary to kill her.
 

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